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Current WIP - Ruin Castle Redux


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#26
WebShaman

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Love what you have done here, TM! Sorry about the minor hijack of your thread..,

#27
Pstemarie

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Tiberius_Morguhn wrote...

Errr.......what files?  I seem to be missing something.....were you already working on this?

Oh, and I am done with what is shown in the pictures.  Texture mapping = finished.  WOK = repaired.  Seams = repaired.  Holes = repaired.  Door frames = added.  etc. etc.

Working on the block corner supports and the set file for TNO versus the original TTR set.


I started it sometime back then shelved it in favor of other stuff. Your picture inspried me to pick it up again, but as I have no plans for a public release I was offering up my source files if you wanted them.

The version I have is partially flooded and set into the TNO Marsh Terrain from Q. If I'm not mistaken, yours looks like it drops into the grass terrain. I wasn't sure what your entire game plan was, but I've always felt that the more options, the better in the long run ;)

Modifié par Pstemarie, 02 février 2013 - 12:01 .


#28
Tiberius_Morguhn

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Pstemarie wrote...

Tiberius_Morguhn wrote...

Errr.......what files?  I seem to be missing something.....were you already working on this?

Oh, and I am done with what is shown in the pictures.  Texture mapping = finished.  WOK = repaired.  Seams = repaired.  Holes = repaired.  Door frames = added.  etc. etc.

Working on the block corner supports and the set file for TNO versus the original TTR set.


I started it sometime back then shelved it in favor of other stuff. Your picture inspried me to pick it up again, but as I have no plans for a public release I was offering up my source files if you wanted them.

The version I have is partially flooded and set into the TNO Marsh Terrain from Q. If I'm not mistaken, yours looks like it drops into the grass terrain. I wasn't sure what your entire game plan was, but I've always felt that the more options, the better in the long run ;)


Ah, understood.  I have not messed with the PQ swap tileset much (yet!) but would like to see what you have done.  Are you wanting to keep your redux private?  I can release them both in the same Vault page with kudos to you whenver submitting mine.  And you're right - I'm going to work this into the Bioware/TNO set for castle exterior/rural.  Thank you for the offer and files! :wizard:

#29
Pstemarie

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Feel free to release it with yours. It'll need a little more love - like what you've described for yours. I've also eliminated the moat as being it submerged in a swamp I figured the moat would have long ago been filled in by muck and debris.

#30
henesua

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Any chance of a Q compatible release for that baby?

#31
Pstemarie

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henesua wrote...

Any chance of a Q compatible release for that baby?


I'd say the possibilities are quite good. :bandit: However, I'd like to coordinate that with TM. I have a version for Q v1.6, but I'm not at all happy with the wall texturing. This coming week I'm going to experiment with larger non-tiling wall textures to try to break up the repetition. I'm just not sure how to go about the mapping. I'm basically looking at a single texture that is 512 pixels wide by 1536 pixels high. However, whenever I try to use the unwrap tool to map the walls the texture looks off because the tool compresses it to be 1x1 instead of keeping it at 1x3.

Modifié par Pstemarie, 03 février 2013 - 01:41 .


#32
Rolo Kipp

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<reading up on...>

Try UVW map planar first, adjusting the x & y values

Then collapse the map and add UVW unwrap after that...

If you want, I'll be working on the Crystal Wall & Wall of Souls tomorrow morning. You can drop what you have in our Dropbox and I'll see what I can do.

Worked pretty good on the smithy, I think :-)

<...cartography>

Modifié par Rolo Kipp, 03 février 2013 - 03:26 .


#33
T0r0

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updates ?

#34
Tiberius_Morguhn

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Interesting you should ask. Started tweaking with this some more the other day. It's actually in a fair enough shape to release. There are still some walkmesh issues I am trying to trace down. And some shadow issues. May make a beta release just so people can use it.......stay tuned.

#35
Draygoth28

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This looks very interesting.

#36
henesua

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*pokes in to look around at the ruins*

Any chance we'll get a looksee at these?

#37
Tiberius_Morguhn

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henesua wrote...

*pokes in to look around at the ruins*

Any chance we'll get a looksee at these?


Errrr.......yeah.  :?

I haven't had a lot of time to poke on the wok recently.  The shadows are a mess too.  I am trying to figure out some time over the end of year holiday break to work on this some more.  If folks want a very beta version, I can put it on the vault.  Don't say you weren't warned though......

#38
henesua

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If you upload it, I'll look at it. :)

#39
Tiberius_Morguhn

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Uploaded v1.0 here for people to use and tinker with.  There are still many walkmesh and shadow issues.  Very much *still* a WIP in this release.  Maybe something from this can help pstemarie with the version he is working on in the TNO reconstruction.


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